Yeah, the value range difference between 8 and 16 bit files is absolutely massive. The difference between 16 and 32 bit is even more massive, however, normal maps really do not need 32 bit float worth of data. HDR Panoramas with 25 stops of dynamic range on the other hand, do. :poly124:
CGCookie has made a tutorial to explain how to fix the artifacts on the normal map by using Blender Cycles for baking in 32 bit Float and Photoshop for the compression. If you know how to compress a 32 bits into a 8 bits image with (good) dithering with a free and open source software please tell us, that would avoid to…
I'm not sure if our PNG loader supports 16 bit files, if it looks like the 8 bit version, probably not. PSD supports 8, 16 or 32 bit, which is why looks better.
Hi, Sorry for posting on this old topic but the techniques shown here are very important (anyway it's sticked in the front page) and game artists should be aware of this and always bake on a 32-16 bit depth raw color space then generate an 8 bit normal map or vertex curvature or displacement with dithering. I have tried to…
Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
I want dithering, Blender directly compresses the image without dithering when reducing the bit depth and I don't want to rent Photoshop just to do that. Blender generates harsh transitions like saving a very compressed JPEG. I want to use dithering to bake a 32 bit Float OpenEXR texture and save it in 8 bit Float TGA…
Here are a variety of files to play with, both the high and low files for each of the test cases meshes I've created and a variety of baked maps. These are all baked with XN, so set tangent space to XN if previewing in TB2. Also of note, in 2.06 the tiff loader is broken and won't import 16/32 bit files correctly, this is…